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Author Topic: Next-Generation Sound Engine v20240601 / Next Generation Unified Sound Mod v1.1  (Read 12963 times)

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Frankiek

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I just hate when sound mode start meddling with base classes it becomes a nightmare and generates  all types of incompatibilities just remember when tiger flybys came out how much time we need to spend to sortout all the problems and then the hard choice if we wanted a nice sound or  a better plane
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FL2070

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  • FAC #87

As to internal sounds.

[I]t's [...] like a mixture of MANY wind, rain and distant thunder samples all mixed together.

Please do make a recording of this. I'm very interested to hear it for myself. I'm especially interested to hear these unusual differences that seem to be caused by enabling or disabling certain options that, to my knowledge, shouldn't have any such effect.

I discovered that this mod includes GunGeneric.class, of which I have my own modded version. I moved mine farther up the mods list to give it primacy, and now the issue of cockpit sounds going much quieter while firing guns has ceased.

I think I might know what's causing that. Expect it to possibly be fixed in the next version.

I report that these files are missing:

"Cannot open audio file samples/MotorsPiston/Sakae/starter_s.wav"
"Cannot open audio file samples/MotorsPiston/R2800/starter_s.wav"

Thanks for the report. This will be fixed in the next update.

during flak explosions the internal and external sounds of the aircraft are significantly attenuated

This seems to be another strange effect that I can't reproduce.

Fortunately, I do have a very good idea of how to fix it: go into the folder "! Next Generation Unified Sound Mod/presets/sounds" and find the file "explode.zenitka.prs". In that file, decrease the number listed under [spl] to something between 100 and 115.

I just hate when sound mode start meddling with base classes

Changing base classes is very important to how this mod works, and is the cornerstone of all of its new features. Without those base class modifications, this mod might as well not exist at all.
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Frankiek

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I do understand.  it is just that for the time being similar to WxTech I just had to take out the GunGeneric.class(+the accessory ones) and then start looking in a way to integrate the content on mine :)
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WxTech

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I discovered that the Ho5 cannon samples are missing. I changed the weapon.mgunHo5s.prs file as follows, using the 'generic' 20mm samples which represent the gun's rate of fire. You can copy and paste the contents of the code box, fully replacing the existing contents:


weapon.mgunHo5s.prs
Code: [Select]
[common]
mode relobj pos
type mixer

[spl]
130 * 0 2
115 * 8

[samples]
//Weapon/mg_Ho5_x.wav  //missing files!
//Weapon/mg_Ho5_i.wav
//Weapon/mg_Ho5_far.wav

Weapon/mgun_20_700.wav
Weapon/mgun_20_700i.wav
Weapon/mgun_20_700_far.wav

//[sample.Weapon/mg_Ho5_x.wav]
[sample.Weapon/mgun_20_700.wav]
infinite 1
period 0.095
controls dist
env 0 2

//[sample.Weapon/mg_Ho5_x.wav.dist]
[sample.Weapon/mgun_20_700.wav.dist]
minlo -1
minhi 0
maxlo 50
maxhi 150
value 1
pmin 1
pmax 1

//[sample.Weapon/mg_Ho5_far.wav]
[sample.Weapon/mgun_20_700_far.wav]
infinite 1
period 0.095
controls dist
env 0 2

//[sample.Weapon/mg_Ho5_far.wav.dist]
[sample.Weapon/mgun_20_700_far.wav.dist]
minlo 35
minhi 80
maxlo 15000
maxhi 15000
value 6
pmin 1
pmax 1

//[sample.Weapon/mg_Ho5_i.wav]
[sample.Weapon/mgun_20_700i.wav]
infinite 1
period 0.095
env 8
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ssn637

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Good catch Glenn!

I'm convinced that with your help and the feedback provided here we'll be able to help sort out these issues.  This next generation sound engine is truly a game-changer, a must-have, and thanks so much to everyone who has contributed to make this happen!
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hguderian

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@FL2070
@WxTech

Many thanks for your hints, I'll give a try ASAPS!
Cheers
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DONAGHY

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it a good concept indeed but i think need a lot of love and care i shall wait for the end product but i applaud your work in brining us this i wish you well  s don :P :P :P :P :P
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SAS~Storebror

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Those of you suffering from attenuation following loud sound effects, please check whether you have "Loudness Equalization" enabled for your speaker/headset:
https://www.thewindowsclub.com/disable-or-enable-loudness-equalization-in-windows-10

If you have a Sound Blaster Z, ZxR, AE-5, AE-7, or AE-9, the setting is called "Smart Volume".

If any of these are turned on, they'll likely interfere with sound effect loudness, so you might want to check whether the issues disappear by simply toggling these features off.

]cheers[
Mike
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WxTech

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Mike,
That article tells us to enable (?) loudness equalization.
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SAS~Storebror

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Yes.
And I trust in your good reason that you'll be able to find out how to do the opposite, even without having a website at hand telling just that.

]cheers[
Mike
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WxTech

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Yeah, I did try enabling loudness equalization just for the sake of full exploration (never had it enabled before), and got some amount of auto adjustment going on. For instance, when firing guns (from inside the cockpit) the other sounds would drop in volume to a perceived half to perhaps 2/3 loudness, then after the guns stopped the volume would slooooooowly ramp back up over a period of a good 10 seconds.  ;)
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WxTech

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Upon looking over motor.Sakae.x.prs I see this:

Code: [Select]
[samples]
MotorsPiston/Sakae/x_1000.wav
MotorsPiston/Sakae/x_1500.wav
MotorsPiston/Sakae/x_2000.wav
MotorsPiston/Sakae/x_2700.wav
MotorsPiston/Sakae/x_2701.wav
MotorsPiston/Sakae/x_2702.wav

MotorsPiston/Sakae/x_1000d.wav
MotorsPiston/Sakae/x_1500d.wav
MotorsPiston/Sakae/x_2000d.wav
MotorsPiston/Sakae/x_2700d.wav
MotorsPiston/Sakae/x_2701d.wav
MotorsPiston/Sakae/x_2702d.wav

MotorsPiston/Sakae/x_starter.wav

MotorsPiston/prop_turn.wav


However, there's this, for which the samples are not supplied in the list above:

Code: [Select]
// cockpit motor

[sample.MotorsPiston/Sakae/1000.wav]
infinite 1
controls rpm
env      2 8
[sample.MotorsPiston/Sakae/1000.wav.rpm]
minlo    175
minhi    480
maxlo   1000
maxhi   3000
value   3.50
pmin    1.00
pmax    1.25

[sample.MotorsPiston/Sakae/1500.wav]
infinite 1
controls rpm
env      2 8
[sample.MotorsPiston/Sakae/1500.wav.rpm]
minlo    300
minhi    700
maxlo   1400
maxhi  20000
value   4.00
pmin    0.85
pmax    1.00

[sample.MotorsPiston/Sakae/2000.wav]
infinite 1
controls rpm
env      2 8
[sample.MotorsPiston/Sakae/2000.wav.rpm]
minlo    500
minhi   1900
maxlo   1900
maxhi   5000
value   4.25
pmin   -1.00
pmax    2000

[sample.MotorsPiston/Sakae/2700.wav]
infinite 1
controls rpm
env      2 8
[sample.MotorsPiston/Sakae/2700.wav.rpm]
minlo   1100
minhi   2350
maxlo   2900
maxhi   3500
value   4.50
pmin   -1.00
pmax    2700

[sample.MotorsPiston/Sakae/2701.wav]
infinite 1
controls rpm
env      2 8
[sample.MotorsPiston/Sakae/2701.wav.rpm]
minlo    900
minhi   2600
maxlo   3500
maxhi   5500
value   3.65
pmin   -1.00
pmax    2700


Following this we have the outside and distant sounds, as expected.

I imagine the [samples] section requires the listing of the samples not having the preceding "x_". I'm about to try this...
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